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Everything posted by AndreaColombo
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Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Fairly sure you can have 10/10/10/16/16/16 once you factor in your background bonus; you don't have to take the CON penalty. -
Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
I see your point, but mine is—right now there are builds you can make that kick ass, right? Once the new beta drops, you won't be able to kick as much ass because you'll need to max out on too many attributes. Play the same build without maxing one of the attributes it needs, then comment on your experience: Was it good all the same? Was it more challenging in a good way? Was it frustrating because you weren't as powerful as before? Was it a total drag? If most people complain that their hybrid builds now suck (and Ciphers suck even more than they already did), perhaps Josh will reconsider. -
Can we have more skill points on level up?
AndreaColombo replied to jones092201@gmail.com's topic in Backer Beta Discussion
I too wouldn't mind extra skill points, but it all comes down to what the game is balanced against. I assume all skill checks are set based on the assumption that you get 1 point per skill type per level, and you are not supposed to be able to pass all checks in the game in the same play through. I'd love to be able to max out Alchemy and still have a few points left for some Athletics and Stealth, but wouldn't that be too much? -
A case for not adding general abilities to Proficiencies
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Based on Josh's feedback on SA, weapon styles will become part of the general talent pool and remain in the Fighter talent pool as well (i.e. no new passives for Fighters.) All non-Fighter builds who want those talents will have to take them from the general talent pool; Fighters get to choose which pool to take them from (though honestly, why would they take them from the Fighter-specific pool when they can take them instead of a considerably less useful proficiency?) Barring any difficulty implementing it, Devoted will get to choose talents from the general talent pool on "proficiency" levels even though they couldn't choose another proficiency (pretty big buff for the class, though preventing it would have given a buff to everyone except Devoted—another reason why I'm not sure this is a good change.) -
Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Josh said exactly this on SA. Since the proof of the pudding is in the eating, let's eat it and let the chef know what it tasted like. -
I've mentioned these elsewhere already, but I figured I'd put them on QA's radar. If they end up in the internal tracker, there's a higher chance they'll be considered for implementation—for hey, they implemented a walk toggle, right? So why not? Walking command delay. In both the first game and the Deadfire beta, all party members move in perfect sync like a party of robots. The Infinity Engine games worked around this awkward presentation by adding a random delay of X milliseconds between the moment you clicked to issue a command to move, and the moment the command would be executed. This way, commanding a whole party to move from a point to another would have each character move in a slightly asynchronous way, which is more realistic. Could a similar solution be adopted in Deadfire? Cyan circles for neutral characters. Currently, both neutral and allied characters share the same green-colored selection circle. In the Infinity Engine games, neutral characters had cyan circles to help distinguish them from allies at a glance. Having the same feature in Deadfire would be a nice nostalgic throwback as well as a minor convenience feature (in Pillars of Eternity it was made possible via the IE Mod, but it would be nice not to have to resort to modding for this.) This would obviously not affect Color Blind mode, where all circles are blue for reasons that go beyond nostalgia (being able to tell enemies from allies is more important than to be able to tell allies from neutrals.)
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How does the new Resolve resolve anything? :)
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Deflection on armor would result in NWN-like awkwardness, where a heavier armor would make you better at deftly avoiding incoming blows. IMO armor is better with AR or DR. -
Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
If a change to one system forces you to enact several other changes to other systems that were already working fine, then it was probably not a good change. I don’t think we should rebalance classes around the new attribute properties. We should change attributes in a way that makes sense in conjunction with the rest of the system that has already been designed. -
How does the new Resolve resolve anything? :)
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
If it affected the duration of Inspirations, maxing both INT and RES could potentially make them endless. I don’t like the change. MIG was fine and having RES affect the duration of Afflictions felt like a better idea to be honest. -
Not so living, breathing world (spoilers)
AndreaColombo replied to Wormerine's topic in Backer Beta Discussion
Agreed. Even when it rains not everyone in Tikawara cover their heads and look for shelter. I hope the feature is improved upon come release.- 6 replies
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- NPC behaviour
- Daily routines
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(and 1 more)
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Interesting. I’ll add Devoted/Skald to my list of builds to try.
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Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Amen! -
You generate phrases by doing damage? O.o
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Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
I did ask about Deflection on Twitter; you can see Josh’s answer just checking the thread where he announced the change. -
Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Well, nothing's set in stone. When the new beta lands, let's try the new system and if it's bad, we'll say it. So far Obsidian have been listening quite closely to these boards. That depends. If you're roleplaying, perhaps not; if you're number-crunching, yes. I only do pure roleplaying on my first run when I don't know the story. Beyond that it's mostly number-crunching. A build where I have to make compromises is a build I'll never play. -
I agree—in fact, that's actually a very good thought! I'll add this suggestion to the OP. At first I rejected the thought as I was never a fan of Force of Anguish in the first game; however that's because when I proned an enemy, I didn't want to push them away—rather, I wanted them close so I could beat them to a pulp. However, with prone being significantly less powerful in Deadfire, Force of Anguish may indeed serve the build better: If you're taking too much of a beating, you can push your enemy away and sip a potion of healing. I'll add all this to the OP too. And yeah, getting charmed was always a problem with the Lady of Pain; better have a Suppress Affliction handy I second what Gromnir said in the post above. The Lady of Pain was born with a full party in mind and would make a poor choice for solo play; enemies would surround her and kill her in no time. With a party, however, there are many ways to get around her squishy Deflection—including careful positioning to draw aggro to other party members in big fights. In addition to that, the Deadfire LoP can be more durable than its Pillars of Eternity counterpart thanks to Duality of Mortal Presence. Once you've reached 10 Wounds, you can drink a potion of healing and find yourself with a CON score of 20 and a significant Health pool. Besides, you don't have to use the Half-Sword modal and drink a Potion of Relentless Strikes in every fight. The recently announced changes to Might/Resolve gimp the Constant Recovery synergy big time, and in fact make my RES dump hurt the build quite a bit—not to mention the fact that Second Wind will no longer benefit from the high Might (or should I say Strength) score. My recent discovery that the Alchemy skill increases the positive effects of potions and decreases their negative effects, paired with the removal of Healing from Might/Strength, leads me to advise a maxed out Alchemy for the build. A Potion of Relentless Strikes with 10 ranks in Alchemy goes to +60% Action Speed, +40% melee damage, -8 Deflection. The Deflection penalty doesn't change much, but the bonus damage doubles (!!). A Potion of Deftness goes to +8 Accuracy and +75% Action Speed (!!!), which means you can reach 0 recovery more easily, without a Deflection penalty, and with extra Accuracy to increase the likelihood of landing crits.
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Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Also, https://twitter.com/jesawyer/status/935593185765572608 -
Resolve! Huh, What is it good for?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
That was always the case. MIG/CON affect Fortitude; DEX/PER affect Reflexes; INT/RES affect Will. It was the same in the first game. -
Attack Speed bonus from different potions stacks
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
Ah, very good point. Indeed, in the weapon's recovery tooltip only the bigger bonus is listed. At this point, this is a mere UI problem: neither the character record nor the effects list from hovering over your character or next to its portrait show either effect as suppressed. -
A case for not adding general abilities to Proficiencies
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
I see it from a different angle. Investing a proficiency point in a weapon means you are trained in its use and better at it than average Joe or anybody who doesn't have that proficiency. The lack of a penalty for using weapons you have not invested in, as well as the extreme nature of the modals from proficiency points, don't help the feeling that this is the case—however that's the very definition of proficiency in a weapon. The Fighter is the martial professionist par excellence. Fighters are trained in warfare more than any other class, and therefore get an extra perk that makes them better at it—the weapon style talents. Again, I can live with those being made general—I just think the current system makes sense and doesn't prevent roleplaying a character who's good at a weapon. That's what proficiency points are for (yes, you'll be as good as a Wizard with the same proficiency; if the Wizard also takes the style talent from the generic pool, you'll still be as good as that Wizard when you take it.) -
Attack Speed bonus from different potions stacks
AndreaColombo posted a question in Backer Beta Bugs and Support
1. Start a new game. 2. Equip the same character with both a Potion of Relentless Striking and a Potion of Deftness. 3. Make lewd comments on a Tikawara warrior's sister's chosen profession to start a fight. 4. Drink both potions. 5. Observe that the attack speed bonus from both potions stacks. 6. Let the record show that I dearly hope this is intended. -
Beach - Impossible to load any saves
AndreaColombo posted a question in Backer Beta Bugs and Support
1. Start a new game. 2. Leave Tikawara and head to the beach where Skulking Terror is (to your left.) 3. Once you're in the area, save the game. 4. Quit to Main Menu and attempt to load your saved game. 5. Observe that the following error message appears: The same is true of any automatic saves the game makes in this area. I suspect it may be related to the fact that it is a "temporary" area (i.e. you can no longer go there once you've left it); perhaps the game doesn't keep track of it or save it anywhere because it won't be of use anymore once left?